◆ ConnectToVehiclesDustSystem()
void SCR_VehicleDustPerWheel.ConnectToVehiclesDustSystem |
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protected |
◆ DisconnectFromVehiclesDustSystem()
void SCR_VehicleDustPerWheel.DisconnectFromVehiclesDustSystem |
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◆ EOnInit()
override void SCR_VehicleDustPerWheel.EOnInit |
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IEntity |
owner | ) |
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◆ OnDelete()
override void SCR_VehicleDustPerWheel.OnDelete |
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IEntity |
owner | ) |
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◆ OnPostInit()
override void SCR_VehicleDustPerWheel.OnPostInit |
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IEntity |
owner | ) |
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◆ OnTicksOnRemoteProxy()
override bool SCR_VehicleDustPerWheel.OnTicksOnRemoteProxy |
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◆ TraceWheelContact()
TraceParam SCR_VehicleDustPerWheel.TraceWheelContact |
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int |
index, |
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out vector |
position |
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◆ Update()
void SCR_VehicleDustPerWheel.Update |
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float |
timeSlice | ) |
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◆ UpdateBatch()
void SCR_VehicleDustPerWheel.UpdateBatch |
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◆ UpdateCurrent()
void SCR_VehicleDustPerWheel.UpdateCurrent |
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VehicleDust |
vehicleDust, |
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float |
speed, |
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int |
wheelIdx |
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) |
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◆ UpdateEffect()
void SCR_VehicleDustPerWheel.UpdateEffect |
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VehicleDust |
vehicleDust, |
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int |
index, |
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float |
speed, |
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float |
distanceFromCamera |
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◆ UpdatePosition()
void SCR_VehicleDustPerWheel.UpdatePosition |
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VehicleDust |
vehicleDust, |
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int |
wheelIdx |
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◆ UpdateVehicleDustEffect()
void SCR_VehicleDustPerWheel.UpdateVehicleDustEffect |
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VehicleDust |
vehicleDust, |
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float |
speed, |
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int |
wheelIdx |
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◆ m_aVehicleDusts
ref array<ref VehicleDust> SCR_VehicleDustPerWheel.m_aVehicleDusts = {} |
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◆ m_ComponentData
◆ m_fTime
float SCR_VehicleDustPerWheel.m_fTime |
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◆ m_fUpdateTime
float SCR_VehicleDustPerWheel.m_fUpdateTime |
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◆ m_NwkMovementComponent
◆ m_Physics
Physics SCR_VehicleDustPerWheel.m_Physics |
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◆ m_pOwner
IEntity SCR_VehicleDustPerWheel.m_pOwner |
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◆ m_RplComponent
◆ m_Simulation
◆ UPDATE_TIME
const float SCR_VehicleDustPerWheel.UPDATE_TIME = 1.0 / 30.0 |
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staticprotected |
◆ UPDATE_TIMEOUT
const int SCR_VehicleDustPerWheel.UPDATE_TIMEOUT = 1000 |
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static |
The documentation for this interface was generated from the following file:
- Game/Vehicle/SCR_VehicleDustPerWheelComponent.c